Elementalism, a brand new megawad for GZDoom!

Coming soon(ish).

Elementalism takes classic Doom gameplay and combines it with cutting-edge GZDoom enhanced graphical features for an explosive new six-episode Megawad. Confront and conquer the power of the elements, wield the powerful Elementium-powered wand and take charge through six awe-inspiring locations of elemental carnage!

Features

  • Six mini-episodes of 5 maps each, with every episode themed around a mystical element: Earth, Air, Water, Fire, Light and Dark
  • Classic Doom gameplay: explore maps, hunt for keys, shoot lots of monsters.
  • Atmospheric level design, featuring custom textures, ambient sounds and special environmental effects. Journey from ancient Mayan temples in rich jungles to clockwork furnaces and beyond!
  • A dynamic and persistent hub map that allows you to move between episodes while keeping your progress through the levels
  • 7 brand new boss encounters – one for each episode, and a final boss
  • 6 brand new weapons – one for each episode, themed around each of the elements
  • Extensive use of GZDoom graphical features to enhance the look of the levels, including custom-made environmental models, shadowmaps, portals, GLDEFs, dynamic lights, normal and specular maps, and anything else we can get our hands on (but no fundamental gameplay changes – this is classic Doom at heart!)

The Team

All mapping by a handful of experienced mappers:

6BRW2KV.jpg?1 Dragonfly

D9wikiD.png?1 Remmirath

9Lq7N95.gif?1 Dreadopp

LH1kj9E.jpg?1 Bauul

vYRT9pd.jpg?1 BridgeBurner56

With code support, consultation & testing from:

Gutawer
Xyzzy 1
Jimmy
leodoom 5
phade102
Swiftwolf Blacktail
Rachael

Why GZDoom and not another source-port?

Elementalism utilizes the very latest GZDoom features; it is designed to work with the latest version of the source port. It will require a decent spec PC to run as it makes heavy use of OpenGL 3.0+ specific effects, but we are doing our best to optimize the maps as best we can.

Release date

At the time of writing we’re not 100% certain on the release date as the project is still in a state of infancy, but we’re working hard and are planning release in 2019/2020.


Join in the discussion on the Doomworld.com and ZDoom.org threads

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Back in October last year, GZDoom v3.2.0 introduced 'per pixel lighting' for models, meaning different parts of a model could be lit separately, compared to all-at-once like with sprites. This meant that, for the first time, models could be used as stand-ins for proper level geometry (albeit without collision detection), opening up a possibility of vastly more interesting shapes and constructs than Sectors and Linedefs would allow, at less computational cost as well.

Unfortunately for the Elementalism team, we lacked any kind of real modeling skill, so we've been limited to simple shapes or pre-fabs. That is, until now.

We are exceptionally pleased to announce that model-maestro @Clay has joined the team. He's an absolute beast at Blender, and not only has already hugely improved many of the models we were already using, but has begun churning out some amazing dedicated props for us to use. It's still early days, but we're hugely excited to begin fully utilizing models (including the recent .obj support) in our maps.

Some of his contributions so far:

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We can't wait to show you more of what Clay comes up with!

Across the rest of the team, @Bridgeburner56 is continuing work on his intricate Dark episode map, which already seems to feature more linedefs than some entire IWADs.

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@Remmirath has been mostly focusing on his new job after graduating, but has found a little time to work on his mammoth Fire map. It's become so big we've promoted it to the final non-boss map of the episode!

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Meanwhile @Dreadopp and @Phade102 have both begun working on the Egyptian themed Water episode, where ancient water-logged temples give way to strange discoveries and other-worldly secrets.

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And finally, I'm continuing work on my creepy Dark episode tech-base map, which now sees the introduction of a viscous new enemy.

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Happy Halloween everyone!

BridgeBurner joins the team!

BridgeBurner joins the team!

News 5 comments

Bridgeburner, the author of the fantastic looking Age of Hell megawad, has joined the team as a new mapper.

Shout-out from Dusk developers

Shout-out from Dusk developers

News

David Szymanski, developer of Dusk, tweeted about the mod's annoucement

This Week In Mods: November 4 2018

This Week In Mods: November 4 2018

Feature 4 comments

The biggest mod stories for the week of November 4 2018.

Comments
TheMFDoomGuy
TheMFDoomGuy

Yo, will this be compatible with Brutal Doom or Project Brutality?

Reply Good karma Bad karma+1 vote
Bauul Creator
Bauul

Like any advanced GZDoom mapset, mod support will vary. Mod support isn't a focus (the mapset is designed with standard GZDoom in mind), but most should work reasonably well.

Reply Good karma+1 vote
ledernierrempart
ledernierrempart

it felt like looking at a morowind map.
now i want a true RPG doom mod with craft and skill levels ^^.
the stuff that is created by the doom community continue to amaze me each years... it really make me want to start modding on doom too.

One day i believe we will have a Doom RPG lke morrowind.

Reply Good karma Bad karma+1 vote
Geister
Geister

This looks awesome!

Reply Good karma Bad karma+3 votes
Etherealistic
Etherealistic

This looks incredible, I can't wait to get my hands on it. :)

Reply Good karma Bad karma+2 votes
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RulesOfSurvivalOmega
RulesOfSurvivalOmega

I cant wait :D

Reply Good karma Bad karma+2 votes
Hang-Lip
Hang-Lip

Looks sweet!

Reply Good karma Bad karma+4 votes
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